Color me mildly dreadful. Besides the fact that 3.5 and all of its attendant problems were his baby,
he also apparently thought punishing noobs was good game design. He phrases it as awarding system mastery, admits now it was a mistake, but it really is just noob punishment, and that strikes me as something kind of






and dumb to deliberately keep in a system. It also misses the point of the way Magic was designed. Magic has different tiers of balance not to reward the smart people for being better at the game, but to make the game fun for many different people. The difference between 3.5 Toughness and you Ten-Mana Green Fatty, is that the Ten-Mana Green Fatty rewards the player psychologically by appealing to visceral fun centers of the brain, while Toughness just leaves a lingering malaise when you realize you might have permanently crippled your character. Yeah, the Ten-Mana Green Fatty is crap compared to two-mana counter-spells and one mana goblins combined with cheap buffs and burn, but that's not the point. You'd never run a ten-mana fatty deck at a tournament against people with finely honed ass-kicking machines, you run it when you want to B.S. at the kitchen table. Having a run and smash class (i.e., the Slayer), being balanced against the complex cerebral class (the mage, or, say, a well made Ranger to keep it in role), is an example of what Magic does with its Timmy and Spike distinction. Hell, its an example of one upping that distinction by allowing both to coexist in the same meta-game. So not only was it a bad idea, but a bad idea based around a painful misunderstanding of its inspiration.
If this is what consists of the mans resume, yeah, call me anxious if he's doing more than writing a weekly article.